Contents

Attack Attributes

Each attack in the game has an attribute. Attributes are broken up in a few broad categories: strike, projectile, throw. These attributes interact with each other to trigger certain effects like invincibility and guard point.

Strike Attribute

Strike attributes are broken up into two groups: airborne and ground. As a rule of thumb, attacks performed while standing/crouching are ground, and jumping strikes are airborne, but there are exceptions.

Strike attacks are the most common in the game and can clash with each other.

Projectile Attribute

There are various types of projectiles in the game, but they can be broken up into 3 general levels of durability.

Level 1 (Small Ki Blasts)

Most S Normal attacks fall into this category, but some specials do as well, such as Piccolo's Homing Energy Blast.

These will go through projectiles of lower level without losing any hits

Level 3 projectiles can not be Super Dashed through

Throw Attribute

Attribute Invincibility

Some moves are invulnerable or automatically guard against certain attributes during certain times. For example, most 2H attacks have invincibility against airborne strikes starting from frame 4 through all the active frames.

Other attacks automatically guard against projectiles, such

These properties will be listed in the frame data as they are discovered.

Counter Hit

A Counter Hit occurs when you hit an opponent out of the startup of their attack. Unlike most other games, there is no additional benefit to counter hits compared to normal hits.

Hitting Two Opponents With the Same Attack

One attack can hit multiple targets assuming they are within range. For example one attack can hit BOTH the opponent and an assist.

Normally, when an attack touches the opponent, the remaining active frames are converted into recovery frames. However, if there is a second hittable character, then the remaining active frames can still hit him!

This leads to visually strange situations like Cell's 2H hitting Nappa, then a moment later, Nappa's Saibaman jumps into the active frames and gets hit.

This also applies to projectiles like Goku's Kamehameha and Piccolo's Homing Energy Blast, but the later case is more difficult to take advantage of since the projectile will shatter the instant it touches an opponent.